Tutorials/Best biomes for homes

One of the most important things to think about when building a shelter, is where it is built. Here you'll learn about the biomes to build your base in and the pros and cons. The biomes are listed from easiest to hardest to settle in for a new player, based on the desirable/undesirable characteristics mentioned below. Please note that this page is currently under construction.

Trees -- Provides an easy source of wood which grants an easy start for crafting and building.

Access -- Travel between your base (or respawn location) and sites of adventures and resources becomes more important as your ambitions rise ... or if you die. Flat biomes are preferable to mountainous ones for fast travel.

Scenery -- Some biomes are particularly spectacular, to the point where this can be a reason in itself to build there.

Villages -- Villagers can be traded with, and provide farms early on. However, they also attract zombies, and if the player stays nearby overnight, the zombies are likely to kill off the villagers (if not the player as well). This can be avoided by either staying far away from the village at night or by getting a bed early on, which prevents a majority of zombies, if not all, to not spawn or burn down in day, by skipping the night.

Peaceful -- Currently, only one biome will prevent hostile mobs from spawning, that being the Mushroom Island biome. However, biomes like oceans can almost have the same effect as only Drowned can spawn in the water, and player build structures can easily be lit up to prevent land monsters from spawning.

Crowded — some biomes are simply hard to get around due to too many trees or hills.

Heights — mountainous (and jungle) biomes offer greater chance of falling to one's death, and may make it more difficult to build farms or homes on the surface. Mobs may be hard to avoid, or collect in valleys. Lava flows may also be hazardous. For advanced players, though, fast travel over the neighborhood is made easy with use of ender pearls and elytra.

No/Few Animals — some biomes do not spawn animals when generated. Others lack grass, so animals cannot spawn over time.

Scarce Wood — on one end of the spectrum, some biomes contain few or no trees, making it harder to obtain wood which makes starting out that much harder.

Dense Wood — on the other side of the spectrum, some biomes may contain an excessively large amount of trees to the point where the dense vegetation allows hostile mobs to survive the sunlight and in extreme cases even allow them to continue spawning at daytime. More densely packed forests can also be difficult to navigate, and provide hiding places for mobs to ambush players.

Snowy — in snowy biomes, sugar cane is likely to drop quickly, and the water blocks hydrating farms will freeze if not protected. Snow can also impact visibility. However, snow and ice can be harvested and used as an improvised building material.

Watery — hard to get around or escape mobs, difficult to build large farms or structures. A boat can help, bridges can be built, and advanced players can use one Frost Walker enchantment. However, mobs will not spawn on water.

Dangerous Mobs — Some biomes spawn mobs that other don’t, such as husks spawning in hot biomes or strays in cold biomes.

The plains is a good biome for a player's first house. The lack of obstruction makes it fairly quick to walk or sprint around. The flat ground makes it easy to create a large house, and villages are common. Horses spawn here, allowing for even faster transportation. There is a lot of tall grass, making it easy to collect seeds and start a wheat farm. This biome has many gullies and short hills. Wood is scarce, but forests are likely nearby.

The presence of animals offers much-needed meat and resources like leather and wool. Compared to other "green biomes" like the forest, the spawn rate of passive mobs is not increased, but the lack of obstruction makes them easier to find and offers more spawning areas that are usually covered with trees.

Villages that offer great trades, potential blacksmith loot, and maybe a good shelter.

Horses and Donkey spawn exclusively here or in the Savanna. Horse offer great mobility and combat advantage, while Donkey can be used for extra storage.

The sunflower plains offer sunflowers.

The abundant tall grass can sometimes hide you from monsters (or surprise them), even when you're on the move.

Both water and lava lakes spawn here, often easily identified due to the flat landscape, and can provide plentiful resources for various advanced tasks.

Consider building your first or permanent house here, with resources you've acquired from other biomes.

It is highly recommended to not kill the villagers or leave them vulnerable to zombies by breaking their houses for wood. Eventually, iron golem farms or fully automatic wheat farms will all become possible through villagers, not to mention they offer renewable diamond equipment.

Clearing out tall grass can be quickly done by dumping water on the ground to wash it away.

The forest has a lot of trees, making it great for getting wood, but it also means that building a house here involves cutting down a couple of trees. Also, this can be a dangerous biome at night for beginners. There are many trees, allowing for mobs to hide from the player, and minimizing combat space, which is especially dangerous for creepers. Also, the forest provides shade, allowing skeletons and zombies to survive in the daytime.

Lots of wood, which is a resource both new and experienced players require, able to craft nearly every item or an item to unlock another item in the game.

High frequency of hills makes for a good scenery.

Though normal houses may be hard to build, a treehouse is always a good solution.

The density and low height of tree tops can provide a useful alternative mode of travel, especially at night, since spiders cannot climb past the leaves and other harmful mobs cannot find many ways to follow you - especially since they cannot jump over small gaps between trees. Just don't fall down!

Has a chance of being a "flower forest", and in that case, the biome will be filled with exclusive flowers that are great for decorating.

It is difficult to recognize any one section of the forest, which can be bad if you get lost.

Hostile mobs are surprisingly prevalent here depending on how dense the forest is. Skeletons can shoot you from around-the-corner, creepers can sneak up from you from behind trees, and undead mobs have plenty of shade to shelter in during the day.

Hard to run through due to the high amount of trees blocking your path. Also, horse riding here is near impossible. In a game mode where you must respect your health as much as possible, this will be very dangerous, as suffocation in the trees is likely and hard to avoid without carefully travelling at speeds lower than simply sprinting without the horse.

Fire and lightning strikes are a major issue here as they can potentially start huge forest fires.

Be wary of fires. It's far worse here than in every other biome except for the Nether (and maybe the jungle).

Sometimes getting on top of trees helps. Your visibility of the forest will increase and you will be able to travel faster. It also acts as a temporary shelter during night if you are desperate; if you break the blocks you used to get up, usually mobs cannot reach you.

Never let your guard down! As already stated, a dense enough forest can allow hostile mobs to spawn even in daytime, which can give the player a nasty surprise if one is not careful.

The savanna biome has a similar appearance to the grassland, but it doesn't rain here, and it contains plateaus for greater range of building. Abundant trees are never quite as thick as anywhere else, with less vegetation than a swamp to obscure vision. There can be many high mountains, which can be beneficial and problematic. The diversity of views possible offer flat, semi terraced, and sheer vistas.

The giant tree taiga is a variant of the regular taiga which spawns with huge trees. These trees have few leaves, but yield lots of wood. The ground here is made up of coarse dirt, giving it a more "dead" feel. There are many ferns and double ferns that may otherwise be rare, as well as podzol, which is a good alternative to mycelium (since mushrooms can be placed on it in daytime). Moss stone spawns naturally here, making it unnecessary to use up shears to cut vines, if using moss stone for something. Like other taiga biomes, wolves can spawn in this biome.

Plenty of wood to go around, possibly more than the forest but harder to harvest. It is best to gather the first 5 meters (vertically) of a tree on your first day, then you can start getting more later on.

The trees give off spruce wood. Since it's possible you may have started out somewhere with oak trees, keep in mind your inventory might become cluttered if you collect different types of wood and their plank variants.

To cut down these trees, cut into it in a spiral pattern, making a thin spiral staircase all the way to the top. Then, destroy the stairs as you walk back down the tree.

The Swamp biome offers flat space (admittedly much of it is flooded), plenty of trees, water, and clay. Witch huts appear here, and slimes spawn on the surface. Mushrooms are fairly common, allowing for early mushroom stew. Lily pads are common and useful. Be careful while inside the caves in these biomes, fossils spawn 15-24 blocks underground and these structures may scare you. Blue orchids are exclusive to swamps. The water also interferes with the spread of fire.

The snowy taiga is a snowy, cold biome. It is a place with lots of snow, ice and trees. Wolves will spawn here, which can aid the player when tamed. Snow falls instead of rain, so it can be a good source of snow. Water will eventually turn to ice if exposed to the sun in this, which disallows sugar cane or infinite water sources that are outdoors. Snow on top of your shelter can be annoying, and the tall spruce trees may be too tall to be harvested easily, and if having fewer leaves, they may drop few saplings.

The snowy taiga is inconvenient to farm in, because irrigation water freezes into ice if not protected from freezing by light sources like torches.

It snows a lot and that is uncontrollable, and can leave annoying snow patches on your structures.

It is rather hard to find sheep here as wolves will kill them.

Be careful when living in the snowy taiga, as the last thing you want is to have a pack of wolves attacking you!

It is commonly a safe haven for undead mobs during the day, they could hide under spruce trees and end up surprising you.

Polar bears spawn here, and if you're near a cub, the parent will attack you, even if you don't directly harm the cub or the parent. They can swim faster than the player, so escaping them is difficult.

Although the jungle may not be the best place to start for new players, it can provide lots of wood, as giant jungle trees are the biggest trees in the game. Also, if you can avoid the traps, the jungle temple have loads of good loot to take. One of the problems with a jungle is that thick bundles of leaves generate on the ground, making it hard to navigate. The trees in a jungle can have horizontal branches, on which mobs can spawn, so be careful of these.

This biome is made up of large expanses of flat, snow-covered grass. These contain scattered trees in about the same density as plains biomes. There is also a sub-biome consisting of mountains which, while tall, are not as tall as the ones in the mountain biome. This biome can be beautiful, but the cold can make finding a reliable food source difficult.

The snowy landscape can be very appealing, especially when near to its mountain sub-biome or other snowy biomes.

Igloos, uncommon generated structures, contain the basic necessities for a starting player: A bed, crafting table, and furnace. Furthermore, an igloo has a 50/50 chance of containing a basement (Check under the carpet!), which can contain rare treasures for a starting player like a brewing stand and a regeneration potion, as well as having a loot chest with basic loot and one golden apple. The player will also find two villagers, one being a zombie villager, locked in cages. Using the clues lying around, the player can learn how to cure a zombie villager.

The cold temperature is not directly threatening, but any water in this biome will freeze without a nearby heat source. Thus, farming can be difficult without putting in extra effort to keep the water heated.

While not absent, animals in this biome are uncommon.

Polar bears spawn fairly frequently; These neutral mobs will attack when approached if there is a cub (Otherwise will only attack when hit). They are generally best avoided unless the player needs their drop, fish.

When it snows, snow layers will be created on any flat, solid blocks. Can be a nuisance, but heat sources will melt the layers.

The mountains biome is perhaps one of the most spectacular biomes, with arches and stone cliffs, but also one of the most difficult to get around. In mountains biomes it is better to build bases in the mountians, instead of on them. Large surface caves, floating mountains, and overhangs are often found. Snow falls above y-level 95, allowing for snow farms and ice farms in this biome.

Emerald ore is scattered underground, providing a helpful start for future trading. There is also quite a bit of exposed coal ore and stone.

One of the better biomes to farm ice and snow. The farm must be built over y=95, but most mountains reach far beyond that height.

Exposed stone makes it easier for beginning players to obtain it, in turn making it easier to upgrade both gear and building materials.

The exposed stone walls also makes it easier to find early-game ores.

Find lava without having to go down deep into a cavern, as lava will commonly spawn on the surface and allow you to build whatever you need with it (cobblestone generator, nether portal, Mob farming, etc.)

Some trees, which are handy for starters, although they are few and far between.

It is very easy to find and harvest coal, which means you will never have to use the few trees you find for wood.

Heights. Falling can kill you depending on the height. The vibrant environment of the mountains makes it hard to find an existing landmark to know where your inventory's contents are. The terrain is not easy to explore to get to your items very quickly, and getting there will take a lot of hunger and food.

The hilly terrain often provides very little flat ground, making it hard to build structures.

To avoid silverfish, see how long it takes to mine the supposed stone block. If it takes unusually long or takes the same time to mine regardless of what tool you use, it is a monster egg.‌[Bedrock, and Legacy Console editions only] You can also mine them with a Silk Touchpickaxe if you have one, because if they're mined with a Silk Touch pickaxe, they don't spawn silverfish. Consult the monster egg page for more information.

If you get a critical hit, you may be able to kill a silverfish in one hit (so you don't awaken others) with an iron or diamond sword.

To obtain more wood, gathering saplings or building your house near a wooded biome (like a forest) is advised.

Watch out for steep cliffs, falling is one of the leading causes of death in this biome. Boots enchanted with Feather Falling are strongly advised.

The stone shore biome often occurs where an mountains biome meets the ocean. Therefore, stone shores have many of the advantages and disadvantages of both ocean and mountains biomes. Stone shore, despite it is beach biome variant, it very different from a standard beach biome. It contains many high hills and steep cliffs, and, true to its name, it is completely made of stone.

This is the only place that dark oak trees naturally spawn. These thick trees allow players to chop a single tree down for more than half a stack of wood, plus saplings and the occasional apple. Also, dark forests will occasionally spawn woodland mansions. However, in addition to all of the problems with living in a regular forest, the area underneath the trees is often dark enough for monsters to spawn, making this biome rather dangerous, especially for beginners.

The canopy of the forest is safe. Mobs do not spawn on the leaf blocks. This can also be used to travel over the forest quickly as there are little to no obstructions.

Woodland mansions can spawn here, which can provide instant shelter but are very rare and difficult to find. The player will also need to clear and light the mansion out of hostile mobs. The mansion can be then turned into a base once cleared and looted, and is generally easy to find after doing so because of how large and easy to notice a mansion from far away, and your explorer map may be fully explored.

The badlands are beautiful, and hold a lot of terracotta. While only a select few variants have some useful trees to start out with, you'll want to come back here to enjoy the scenery. When not enjoying the scenery which allows many structures that look here and no where else, you can mine out the terracotta for other projects. Like the desert or mushroom fields, it's best to start out somewhere else and return here when you have gathered some basic materials.You can also find abandoned mineshafts in this biome

Many players prefer to not live in deserts, as they lack grass, wood, and many other vital resources - however, once a player has basic materials, living in a desert can be beneficial. Non-renewable sand can be obtained in large quantities, and cactus is rare in other biomes. No water spawns here, which poses a problem if spawned deep within these biomes. Also, no passive mobs spawn here with the chunk generation, and no grass means no animal spawn after. No trees spawn here, either. Though not the best biome for the beginner, it is still a nice biome to live in after you've got your initial house set up somewhere else (see Tutorials/Survival in an infinite desert for tips on how to survive in a desert)

Little water (except in desert lakes, a variant of desert) which causes difficulty in many water-related activities, especially farming. However, villages and desert wells can be good sources of desert water.

Lack of rain also means you can't boost the time of fishing, and you can't hydrate crops if the desert is lacking any water sources.

No grass.

No trees or reliable way to naturally get wood.

Sand can suffocate you if it falls on you while while mining near the surface.

Like the plains, you can get shot down by skeletons due to the lack of foliage shielding its shots.

Husks, a variant of zombies, makes up 80% of zombies found there. They give the Hunger effect when they hit. Also, husks will not burn in daylight, and can therefore be dangerous for players who have trouble during mob fights.

Ice spikes is a very interesting biome with its random giant spires of packed ice, which have a very pleasant appearance, but also, like the badlands, lacks resources. This biome is also good for building homes that are more for show than for function. The taller ice spikes can be made into a tower with some work, although, inside, it will be little more than a spiral staircase with a room on top. The smaller ones can also be hollowed out and used to make an igloo. If you decide to live in a ice spikes biome, try to find one that is near a snowy taiga biome, so that you can harvest wood more easily.

No wood naturally spawns in the snowy tundra biome. This is a horrible place for a beginner to build a house because there is no wood, meaning the only way you can successfully live in the biome is if there is a biome with wood nearby that you can harvest wood from.

The snowy tundra biome is extremely difficult to farm in. Because the biome is so cold, water will freeze unless protected. This means that you will have to go through extra work to build your farm inside your house or underground. Because of this, no natural sunlight would be there to boost the crops's growth, meaning that you would have to go through extra trouble to provide illumination.

Biomes that are hot or medium/lush are usually not found near ice spikes, which means that it's harder to gather resources if living in an ice spikes biome.

There are practically no passive mobs in this biome (aside from occasional rabbits or polar bears), which, coupled with the total lack of plants as if things weren't bad enough, makes it ever so harder to obtain food.

Despite this biome being far down on the list, it is actually one of the easiest biomes to live in. However, Mushroom fields are very rare, and are rarely connected to the "mainland" in any way. The most common reason for players to find a mushroom fields biome, is the fact that no monsters naturally spawn here, although spawners will still spawn mobs. It is completely safe for new players, and still great for experienced players. The one mob that does spawn there, mooshrooms, can be "milked" with a bowl to get mushroom stew or with a bucket to get milk, allowing for an infinite food source as long as the player has a bowl. Finding one can be difficult. The mycelium is useful for growing mushrooms, and with the exception of the dark forest biome, this is the only biome containing giant mushrooms. Normal monster spawning cannot happen at all, meaning that gunpowder is unobtainable but the drops of zombies, spiders, and skeletons are available from spawners. Trees also don't spawn here, meaning that wood is unavailable. Make sure to bring saplings with you if you decide to build your house on a mushroom island.

Aside from mooshrooms, no other passive mobs spawn which makes obtaining food harder.

No natural light-based mob spawning means creating a mob farm without a spawner is impossible or without transporting animals and breeding them. This means the only ways to obtain drops such as bones (which speed up crop growth), string (to craft bows), or arrows (for use in bows) is to build out over the ocean.

Rarely connected to any other land, and if you spawned here for the first time, you will have a very hard time going to the mainland due to your hunger going down from swimming. You can't make a boat either, because wood is not available in mushroom fields.

As of Update Aquatic, oceans have been reworked to be much more appealing for players to live in. Oceans spawn in temperature variants, such as warm, lukewarm, normal (basic ocean biome), cold, and frozen. Each one of these (except warm oceans) also have a "deep" variant, allowing for larger underwater structures. All ocean types can contain underwater ruins and shipwrecks, and all deep variants can contain ocean monuments.

All variants except for warm oceans contain kelp, which can be used as an underwater "crop" for food.

While warm oceans lack kelp, they are the only variant to generate coral reefs and sea pickles, which are a spectacle.

Frozen oceans have icebergs on the surface, composed of ice, packed ice, blue ice, and snow. Blue ice won't melt regardless of biome and is the most slippery version of ice.

What variant you're in depends on what type of underwater mobs spawn. Warmer variants spawn tropical fish which come in thousands of color combinations, as well as dolphins and pufferfish; Cold (but not frozen variants) will also spawn dolphins as well as cod and salmon; squids spawn in normal and frozen variants.

Dolphins, when fed fish, will lead the player to a nearby chest, likely a shipwreck or underwater ruin. They also provide the player with a status effect that increases their swimming speed when swimming along side them.

Turtles actually only spawn on beaches, but you will generally find them swimming around in the adjacent ocean. They will often head back to their home beach to lay eggs, which can be collected with silk touch or observed until they hatch to harvest scute from baby turtles.

Both underwater ruins and shipwrecks can contain valuable loot such as crops, books, paper, iron bars and nuggets, gold, and even diamonds and emeralds. However, their most valuable loot is the buried treasure map, which leads to a buried chest in a nearby beach biome. These chests contain more valuable minerals, as well as one heart of the sea, which is the main component to the conduit.

Drowned, while difficult, can sometimes drop nautilus shells (used for making conduits), or tridents, a weapon that can be used like a sword or thrown. It can also be enhanced with unique enchantments like Channeling, which calls down a lighting strike; riptide, which pulls the player along with the trident as it is thrown; or loyalty, which causes the trident to return to the player once thrown.

The biggest problem with underwater activity is of course the lack of oxygen. The player will need to find a method for prolonged underwater living that best suits their needs, be it water breathing potions, air pockets, turtle shell helmets/respiration helmets, or the conduit structure.

If the player wants to build above water, islands are sparse, usually small, and low on resources. Building anything with wood, such as a ship, is difficult due to the lack of trees, although sunken ships can be dismantled for a good amount of wood.

Transport in/on oceans can be difficult for early players. A boat or boots with the Frost Walkerenchantment are recommended for above water, while underwater, the player can activate the sprint button to begin swimming, and/or can use boots with the Depth Strider enchantment.

While no mainland/underground mobs will spawn underwater, drowned, a swimming zombie variant, spawn fairly frequently anywhere underwater and in ocean ruins. They can occasionally wield tridents, which makes them very dangerous as they can damage the player from a distance.

Nearby ocean monuments may cause one of the elder guardians to attack you with mining fatigue, preventing you from progressing due to this making early-game resources like coal taking too long to be mined out.

When it comes to how to live on a beach, it really comes down to how to survive in their adjacent biomes. Beaches themselves are small biomes of barren sand/gravel except for sugar cane, turtle nests, and buried treasure, if you manage to stumble on some when terraforming. Beaches are mainly appealing for players who want to be able to see the ocean or have an above water base for ocean operations.

As mentioned above, beaches are good for players who want to see the ocean, but live on land, or have an above ground base when not exploring the ocean.

If you live near a turtle nest, turtles will lay eggs, which hatch into babies that drop scute, who grow into an adult and repeat the process. Turtles will remember their nest location meaning that the same area will be the center of turtle activity permanently. Note that the player may need to set up protection for them, as undead mobs will attempt to crush turtle eggs or kill the baby turtles.

You could stumble upon a buried treasure chest without a map, but it is very unlikely. Additionally, a beach dweller would find little use for a conduit.

Sugar cane grows adjacent to water, so a beach makes a great natural farm.

The Nether is perhaps one of the most dangerous biomes to try and live in. It is a barren hellscape full of fire, lava, ghasts and other dangers. Living here is only recommended for skilled players. Structure-wise, the Nether takes the appearance of a huge underground cave network containing everything from small tunnels to enormous open subterranean spaces to steep cliffs to overhangs, lava falls, giant lava oceans and random fires scattered about. Note that it is extremely difficult to live solely in this dimension; Important resources such as pickaxes can only be found in the dangerous Nether Fortresses, and the realm is completely void of wood.

Cannot be accessed without a Nether portal, which requires at least 10 pieces of obsidian and a method of lighting it.

Once the player makes it through the portal, the location where they come out of the portal is almost completely random, which can pose a hazard in on itself.

If the Nether Portal you used to enter the Nether is destroyed and you have no flint and steel or fire charges on you, relighting it will be challenging and may require you to find a flint and steel in a Nether Fortress treasure chest or to forage the Nether for resources to craft a fire charge.

Fire and Lava are found all over the place, Potions of Fire Resistance can become a necessity.

Aside from endermen and occasional skeletons, no Overworld mobs spawn in the Nether, which makes animal farming impossible.

Water cannot placed anywhere except for in a cauldron and will instantly evaporate if one attempts to place it.

This greatly hinders crop farming which, coupled with the complete lack of Overworld passive mobs, makes the Nether very bleak in terms of food availability.

The aforementioned complete lack of proper food may drive a starving player to resort to consuming rotten flesh from zombie pigmen.

As a consolation of sorts, Rotten Flesh can be farmed if one sets up a mob grinder and, given that zombie pigmen also drop occasional Gold Nuggets, the mob grinder can also double up as a gold farm.

Ghasts fire explosive fireballs which can cause major structural damage to any structures not built from stone. In addition to that, due to how fragile netherrack is, standing near any ledges or cliffs is not advised as the ghasts can potentially destroy the floor from underneath the player, leading to a potentially lethal fall.

The terrain is extremely challenging to negotiate due to the prevalence of fire, lava oceans(!), steep cliffs and hostile mobs.

The Nether Fortresses contain many highly dangerous mobs and exploration should never be attempted without proper equipment.

This biome would not be accessible to a beginner player, but for players who want an advanced challenge, the End could serve as a home after the final boss is defeated. The End dimension is made up of two different areas: The Center Island where the final boss is fought; And the Outer Islands that begin generating 1000 blocks from the center. The Center Island is a somewhat small landmass that is made up of end stone, obsidian and bedrock. The outer islands feature many endstone islands, chorus plants, and valuable end cities. Should the player chose to live solely in this biome without important items from the Overworld (as if they had spawned into the world for the first time), the Center Island is inhabitable; it offers no food or resources to collect. The Outer Islands must be reached in order to live sufficiently. Note that the player will need to kill the final boss before the challenge begins, as it will likely kill a item-less player in a few seconds.

Plenty of chorus plants can be collected, which, while serving as a sufficient food source, will randomly teleport the player when eaten.

The End Cities on the Outer Islands can provide some of the tools the player had been lacking, including enchanted iron/diamond tools and armor. The most valuable loot is the elytra, found on the flying ships. This item can make traversing the vast chasms between islands much easier. Also, the cities can be renovated or deconstructed for their unique building blocks, some of the only ones the player can obtain.

Given that both chests and shulker shells can be obtained in End Cities, the player can create shulker boxes for mobile storage needs.

Living in this biome without items from the overworld is brutal; The player will need to access the outer islands via a small portal floating on the outskirts of the center island. They will need to kill endermen bare-handed until they get an ender pearl. Once they have one, it must be thrown into the portal block inside the bedrock frame (This may take many tries). Finally, the player has reached the outer islands:

Once the outer islands are reached, the player will need to head to a End City for tools. These structures are quite dangerous due to the shulker mobs scattered about. Given that the only thing the player will be armed with at this point is ender pearls and chorus fruit, the challenge comes with making it to the chests at the top of the towers/the flying ship without being able to efficiently kill shulkers. While the towers are designed so that all areas can be reached by foot, albeit requiring parkour while under attack from shulkers, with the exception of the ship, the shulker bullets will prove difficult to avoid. A few ideas include using the shulker's bullets to your advantage to levitate upward, although it requires the consumption of chorus fruit to keep your health up, which may teleport you back down a few blocks. You could use the chorus fruit as well, in hopes that it progressively teleports you upward. The best strategy is likely using ender pearls, although you will need many, which requires a lot of bare-handed enderman farming.

Crossing to other islands can be achieved by either: Trowing ender pearls; or making bridges of chorus plant blocks. Once the player loots an end city, they could build block bridges or use elytra.

Endermen are everywhere and deadly to an unarmed player, so keep your head down and avoid eye contact.

The player will likely be using a lot of ender pearls, which can occasionally spawn endermites. While weak, they attract enderman which can teleport or walk in front of the players vision.

Building high above the surface can be challenging, as there is a constant danger of falling, and the player will need to set up farms to sustain themselves without taking trips to the surface. However, building a skybase can allow the player lots of creative freedom without any land to get in their way.

The vast areas between islands in the End is similar to living in the Sky in the Overworld, with the added Con of it naturally being very dark at all times.

At this height, the player will not have much difficulty lighting up their skybase, the only place where hostile mobs could spawn and attack. Phantoms are the sole exception, spawning in the air regardless of light level, but they can be avoided by sleeping every night.

Depending on your render distance and height, you may be able to see the surface which provides a nice aerial view.

With no land obstructions, the player can exercise complete creative freedom, and have plenty of space for any structure.

There are absolutely no natural resources in the sky (With the exception of snow fall creating snow layers in some biome's skies). The player will need to make cargo trips from the surface during building their skybase to bring up necessary resources and farmables.

Constant danger of falling off if not careful, likely at a height that will kill the player.

Unless the player intents to live on their skybase 100%, a way of getting up and down to the surface is necessary, such as a very long ladder.

As an opposite to the Sky, the underground may require the player to spend lots of time mining out space for structures. Any room or cave near the players base will need to be lit up sufficiently to prevent mob spawning. However, the player would be living right next to a vast amount of resources such as iron, diamond, and more. While likely less desirable than living on the surface, living in the underground can provide a unique survival experience.

Many hazards such as hostile mobs in the dark, lava lakes, loose gravel that can create cave-ins, dungeons and other structures.

Lots of mining may need to be done to clear out an area for a desired structure.

Many resources needed for ongoing survival such as wood and foods will require the player either first bring them from the surface, or find a structure such as an Abandoned Mineshaft or Stronghold that provides such things.

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